I don;t have Tank Hunter, the Commissar one, and Recon Support.
I have however gotten duplicate commanders, including Elite Armoured, multiple times though.
I can't say I'm anymore interested in playing the game. It's just a grind scheme. |
I only use the ones that make grenadiers, half tracks and bunkers build 10% faster. Of all the units I use in a match, those are the most consistent or frequent ones.
I never use the ones for doctrinal units, I never end up using them enough to justify using up bulletin slots. |
I might have missed the posted that suggested this, but perhaps make the Canister shot a vet1 ability? At least then squad wipes are only going to happen because you keep failing to shoot up that Greyhound which in the meantime can't do anything but try to vet up by popping 37mm rounds. Any USF player in that situation has to decide whether to save the munitions for once that ability is finally unlocked or go for something more useful like BARs and such, especially if there is a chance (or occurence) where the Greyhound is lost to enemy fire in the meantime. |
I really like the idea of putting the panzershreck upgrade onto sturmpios. Obviously volksgrenadiers would need some sort of compensation. What do you all think of giving them unlock-able weapons upgrades? One being an mp-44 assault upgrade, similar to the ppsh upgrade the conscripts get. The other being an mg42. Now to prevent this change from being op these weapon upgrades could have some sort of initial unlock cost, like BARS or bazookas. They could also be separately locked behind different OKW buildings e.g., the mp44's with the battlegroup HQ, the mg 42 with the mechanized regiment HQ.
This makes no sense, since giving Sturmpioniers results in Volks becoming more like Sturmpioniers, if not Grenadiers or Obersoldaten. No pointing doing that since you can go T3 and get Obers that already have the MG34, which fires on the move, and the Obers are better than Volks at it. And all this to avoid Volks being AT infantry? |
But as we all see its only fun in theory. The ammo-cost is way to high to use more then 2 maybe 3 of this commanders abilities. I dont think relic has changed any commanders abilities just buffed or nerfed the costs. I think they should redesign some of them. But I guess its not that easy for them to know which of them they should change.
So, Which commanders do you think relic should redesign? I agree, I think the camo ability should at least cost less if not a free passive. This commander ability is only really useful when on the defensive where you need to hide your forces for an ambush, you're not gonig to be using that if you're on the move. |
To me, exchanging the ability to heal on the move for reinforcing on the move eliminates this problem. It's annoying that it's weak and that it's slow, but that's all moot if you can still reinforce while it's making a retreat. |
Reality has no basis here. Fallschirms in CoH 2 use their FG42s in full auto, even though it was completely unusable in that setting
You have a point there. If Fallschirmjaegers can fire their FG42s like miniguns Relic might as well give an uber assault rifle for Soviets as well.
But that of course is not the subject of the thread. Does the game data at least give the same weapons used by Shock troops to conscripts when using this upgrade? The lack of armour and assault grenades already makes SMG-armed conscripts a rather trivial upgrade: if all factors besides damage output at short range are eliminated, Conscripts SHOULD perform much like Shock Troops in that regard.
But if not, well, I'm not surprised it's not fixed yet. |
Ostfront Veterans sound ok, since people can say "ostvets" as a short reference. Anything more and it gets too cumbersome.
Calling them Honour Guard is weird, Honour Guards aren't even top of the line combat troops, they are top of the line show-off troops, because let's face it, the purpose of honour guard units is to provide a good display. And I agree with the actual rank reference: Obersoldaten is anyone that has served long enough but lacked other qualifications to be promoted to corporal, but they wanted to give an "honorary" rank. The German army was like that.
I´ve never ever heard the term Obersoldat... and I´m German.
YOu being German and your knowledge of a specific section of German (miltiary) history is a spurious relationship.
Also, I read somewhere that the Obersoldat rank (or -grenadier, -pionier, -fusilier) was awarded to those that simply had no leadership potential whatsoever. Anyone with an inkling of leadership potential would instead be promoted right to Gefreiter after a set period of time in service. Thus those ranked Obersoldat would really not be first rate troops..
lol the latest batch of soldaten sucks so bad, they had to make up a new rank to make them feel good! |
This is another issue that needs to be addressed, its 40 muns for a less effective squad lol. Way I see it, it's 40 mins to turn a long range squad into a short range squad.
Give Conscripts more buffs and you might as well replace it with Shock Troops. |
ONE GAME: 42m
ONE WAR SPOILS: one new commander "Mechanized Company" (USF)
FIVE GAMES: 68m, 31m, 62m, 44m, 27m for a total of 232m or 3.86h. Average time was 46.4m
ONE WAR SPOILS: one new bulletin "Bulletproof" (OKW)
EIGHT GAMES: 27m, 29m, 34m, 32m, 31m, 42m, 11m, 45m for a total of 251m or 4.18h. Average time was 31.37m
ONE WAR SPOILS: one new bulletin "Quick Support" (OKW)
TWO GAMES: 34m, 30m for a total of 64m or 1.06h. Average time was 32m
ONE WAR SPOILS: one duplicate duplicate bulletin "No Fly Zone" (RU)
ONE GAME: 34m or 0.56h
ONE WAR SPOILS: one duplicate commander "Mechanized Support Tactics" (RU)
SIX GAMES: 31m, 38m, 66m, 31m, 28m, 18m for a total of 212m or 3.53h. Average time was 35.33m
TWO WAR SPOILS: one duplicate victory strike "White Phosphorous Barrage" (USF), one duplicate bulletin "Hailstorm" (USF)
FIVE GAMES: 22m, 34m, 54m, 45m, 39m for a total of 194m or 3.23h. Average time was 38.8m
ONE WAR SPOILS: one new bulletin "Cunning Tiger" (Ost)
In this reply, summary data is:
-26 games
-7 drop occurrences
-8 actual spoils; 4 new, 4 duplicates
-total time 995 minutes/ 16.58 hours, or 16 hours 35 minutes of uninterrupted game play.
With this recent number of games, the average drop occurrence (995/7) was 142.14m, or 2.369h, or 2 hours 22.139 minutes between a drop.
Outliers: shortest time between drops was 42m, longest time 251m or 4.18h. |